/Engine/Source/Runtime/RenderCore/Public/RenderResource.h
A textures resource.
class FTexture : public [FRenderResource](API\Runtime\RenderCore\FRenderResource)
bool
bGreyScaleFormat
BGreyScaleFormat indicates the texture is actually in R channel but should be read as Grey (replicate R to RGBA) this is set from CompressionSettings, not PixelFormat this is only used by Editor/Debug shaders, not real game materials, which use SamplerType from MaterialExpressions
bool
bIgnoreGammaConversions
True if the texture is in the same gamma space as the intended rendertarget (e.g. screenshots).
bool
bSRGB
Is the pixel data in this texture sRGB?
FSamplerStateRH...
DeferredPassSamplerStateRHI
Sampler state to be used in deferred passes when discontinuities in ddx / ddy would cause too blurry of a mip to be used.
double
LastRenderTime
The last time the texture has been bound
FMipBiasFade
MipBiasFade
Base values for fading in/out mip-levels.
FSamplerStateRH...
SamplerStateRHI
The sampler state to use for the texture.
FTextureRHIRef
TextureRHI
The texture's RHI resource.